/** * Recursively expand the search area so we can define the number of blocks that are in the * cauldron. The search will not exceed 24 blocks as no pot will ever use up that many blocks. The * Y are bounded both directions so we don't ever search the lava or anything above, although in * the case of non-wall blocks, we also make sure that there is standing lava underneath. * * @param pt * @param minY * @param maxY * @param visited * @throws Cauldron.NotACauldronException */ public void findCauldronContents( World world, BlockVector pt, int minY, int maxY, Map<BlockVector, CraftBookItem> visited) throws NotACauldronException { // Don't want to go too low or high if (pt.getBlockY() < minY) { return; } if (pt.getBlockY() > maxY) { return; } // There is likely a leak in the cauldron (or this isn't a cauldron) if (visited.size() > 24) { throw new NotACauldronException("Cauldron has a leak"); } // Prevent infinite looping if (visited.containsKey(pt)) { return; } int type = CraftBook.getBlockID(world, pt); int data = CraftBook.getBlockData(world, pt); if (BlockType.isDirectionBlock(type)) data = 0; // Make water work reliably if (type == 9) { type = 8; } // Make lava work reliably if (type == 11) { type = 10; } visited.put(pt, new CraftBookItem(type, data)); // It's a wall -- we only needed to remember that we visited it but // we don't need to recurse if (type == BlockType.STONE) { return; } // Must have a lava floor Vector lavaPos = pt.subtract(0, pt.getBlockY() - minY + 1, 0); if (!BlockType.isLava(CraftBook.getBlockID(world, lavaPos))) { throw new NotACauldronException("Cauldron lacks lava below"); } // Now we recurse! findCauldronContents(world, pt.add(1, 0, 0).toBlockVector(), minY, maxY, visited); findCauldronContents(world, pt.add(-1, 0, 0).toBlockVector(), minY, maxY, visited); findCauldronContents(world, pt.add(0, 0, 1).toBlockVector(), minY, maxY, visited); findCauldronContents(world, pt.add(0, 0, -1).toBlockVector(), minY, maxY, visited); findCauldronContents(world, pt.add(0, 1, 0).toBlockVector(), minY, maxY, visited); findCauldronContents(world, pt.add(0, -1, 0).toBlockVector(), minY, maxY, visited); }
/** * Attempt to perform a cauldron recipe. * * @param pt * @param player * @param recipes */ private void performCauldron(BlockVector pt, Player player) { // Gotta start at a root Y then find our orientation int rootY = pt.getBlockY(); // Used to store cauldron blocks -- walls are counted Map<BlockVector, CraftBookItem> visited = new HashMap<BlockVector, CraftBookItem>(); World world = player.getWorld(); try { // The following attempts to recursively find adjacent blocks so // that it can find all the blocks used within the cauldron findCauldronContents(world, pt, rootY - 1, rootY, visited); // We want cauldrons of a specific shape and size, and 24 is just // the right number of blocks that the cauldron we want takes up -- // nice and cheap check if (visited.size() != 24) { throw new NotACauldronException("Cauldron is too small"); } // Key is the block ID and the value is the amount Map<CraftBookItem, Integer> contents = new HashMap<CraftBookItem, Integer>(); // Now we have to ignore stone blocks so that we get the real // contents of the cauldron for (Map.Entry<BlockVector, CraftBookItem> entry : visited.entrySet()) { if (entry.getValue().id() != BlockType.STONE) { if (!contents.containsKey(entry.getValue())) { contents.put(entry.getValue(), 1); } else { contents.put(entry.getValue(), contents.get(entry.getValue()) + 1); } } } // Find the recipe CauldronRecipe recipe = recipes.find(contents); if (recipe != null) { String[] groups = recipe.getGroups(); if (groups != null) { boolean found = false; for (String group : groups) { if (player.isInGroup(group)) { found = true; break; } } if (!found) { player.sendMessage(Colors.Red + "Doesn't seem as if you have the ability..."); return; } } player.sendMessage( Colors.Gold + "In a poof of smoke, you've made " + recipe.getName() + "."); List<CraftBookItem> ingredients = new ArrayList<CraftBookItem>(recipe.getIngredients()); List<BlockVector> removeQueue = new ArrayList<BlockVector>(); // Get rid of the blocks in world for (Map.Entry<BlockVector, CraftBookItem> entry : visited.entrySet()) { // This is not a fast operation, but we should not have // too many ingredients if (ingredients.contains(entry.getValue())) { // Some blocks need to removed first otherwise they will // drop an item, so let's remove those first if (!BlockType.isBottomDependentBlock(entry.getValue().id())) { removeQueue.add(entry.getKey()); } else { CraftBook.setBlockID(world, entry.getKey(), 0); } ingredients.remove(entry.getValue()); } } for (BlockVector v : removeQueue) { CraftBook.setBlockID(world, v, 0); } // Give results for (CraftBookItem cbitem : recipe.getResults()) { Item item = new Item(cbitem.id(), 1, -1, cbitem.color()); if (cbitem.hasEnchantments()) { for (int i = 0; i < cbitem.enchantments().length; i++) { CraftBookEnchantment cbenchant = cbitem.enchantment(i); // since this is from a server created recipe we can assume it is allowed // if(!cbenchant.enchantment().allowed) // continue; Enchantment enchant = new Enchantment( Enchantment.Type.fromId(cbenchant.enchantment().getId()), cbenchant.level()); if (!enchant.isValid()) continue; item.addEnchantment(enchant); } } player.giveItem(item); } // Didn't find a recipe } else { player.sendMessage(Colors.Red + "Hmm, this doesn't make anything..."); } } catch (NotACauldronException e) { } }